Hello,
It seems like you don't have the jasper library installed.
Install it (using MacPorts for example) and then rerun CMake in order to
configure the build script correctly.
Michael
2011/7/19 Brian Rojas marchin...@gmail.com
I'm getting the following errors when trying to build osg for
Nagore Barrena writes:
Hi,
I'm rendering new 3d models using OSG. In translate fuction
(preMult-(osg::Matrix::translate(osg::Vec3(x,y,z)) What unit are x, y and z?
There are metres, milimetres, pixels?
Thanks in advance!
Cheers,
Nagore
Hi Nagore,
OSG does not do any modification to
Hi,
currently I'm working on a pixel-based distortion for projection on nonplanar
surfaces. The output looks ok , but I would like to enable antialiasing.
My Programm renders to texture, modifies this texture with a fragment shader
and after that renders the modified texture to the output.
Hi,
On 19/07/2011 10:46, Torben Dannhauer wrote:
Hi,
currently I'm working on a pixel-based distortion for projection on
nonplanar surfaces. The output looks ok , but I would like to enable
antialiasing.
My Programm renders to texture, modifies this texture with a fragment
shader and after
Hi,
I need to clarify some doubts regarding texture size and number of drawables
(Geometry) in a node and its effect on 'draw time'.
For example i've a osg node, with a geode present inside a MatrixTransform.
The geode contains 4 geometries (drawables), each drawable has a diffuse
Wang it was addressed when we submitted the examples. Android development
prior to 2.3 or 3.0 needs a JNI/Java Dalvik frontend for the use of the
Native C++ code. So basically fully native can only work with latest Android
OS... wich are expensive and considering the invesment in our group to
Hi,
It is possible that I solved the problem. In fact, my card GeForce FX 5700VE
was declared AGP in the bios.
By changing AGP to PCI OSG is correct. Games and programs that were not
working, working now and I have no problem.
Thank you!
Cheers,
BARANGER
Some
Hi,
It is possible that I solved the problem. In fact, my card GeForce FX 5700VE
was declared AGP in the bios.
By changing AGP to PCI OSG all is correct. Games and programs that were not
working, working now and I have no problem.
Thank you!
Cheers,
BARANGER
Some
Mmm you can try but OSG in Android Emulator even with Gles1 didn't work for
me. Have luck with that and yes the Xoom is 3.X is one of the models i was
looking into buying... but the Eee Transformer of Asus is givin me a sexy
look so it's hard to decide xD (Having Nvidia's chip is sooo lovely... _
Hi,
I used the Image to display data. I used setImage and assigned I defined
unsigned char pointer. My question is how to let viewer to know to update the
view after completed updated the data into image.
Regards,
Clement
___
osg-users mailing
see the dirty() function
On 19/07/2011 14:10, clement@csiro.au wrote:
Hi,
I used the Image to display data. I used setImage and assigned I defined
unsigned char pointer. My question is how to let viewer to know to update the
view after completed updated the data into image.
I tried, but it is no update. Is there a function from viewer to update the
screen?
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
[jpdelp...@csir.co.za]
Sent: Tuesday, 19 July
Hi All
I have what seems like a straight forward problem, but my solution does not
seem to work. I want to add a world offset to all osg animation paths in a
graph so that the animation can be used for a kinematic object with
osgBullet, which requires the object be in absolute world coords (which
Hi,
are you calling setImage only once? Are you using osg::Image::NO_DELETE?
How are you changing the data? Do you get the first image correctly?
jp
On 19/07/2011 16:09, clement@csiro.au wrote:
I tried, but it is no update. Is there a function from viewer to update the
screen?
Hi
I have code for a video camera feed and from what I can remember the docs said
the same sort of technique could be used to create a callback for video file
frames also.
Might be worth checking out the latest osgArt, they have added support for IOS
and all other platforms have video file
No Worries
Fixed this by creating a new animation path with the offset and swapping
with the original. Code now looks like this
//if animation update callback is found add the rigid body animate callback
osg::AnimationPathCallback* apc = dynamic_cast
Hi Tom,
I've seen some examples related to video textures coming from the camera but it
looks like that the approach for video coming from files is quite different:
basically you have to create asset readers, get the tracks (video or audio or
both) and start reading frames (or audio
On 07/19/2011 07:43 AM, Mathias Fröhlich wrote:
Hi,
On Monday 18 July 2011, Michael Chechow wrote:
[...]
Both the absolute and relative file path works.
I observed something similar here. For my local hacky use, I have just removed
the 'file://' too. I have put invesigating why this is
Hi Jan,
my OpenVRML version is 0.18.8_0 (on Mac OS X 10.6.8)
Bye,
Michael
2011/7/19 Jan Ciger jan.ci...@gmail.com
On 07/19/2011 07:43 AM, Mathias Fröhlich wrote:
Hi,
On Monday 18 July 2011, Michael Chechow wrote:
[...]
Both the absolute and relative file path works.
I observed
I installed jasper using Macports and it installed ok, i checked by running
jasper --version and got:
1.900.1
libjasper 1.900.1
However in xcode i'm still getting the same compilation errors. I even deleted
the build folder and started the whole configure generate process in cmake
again and
Is the JASPER_INCLUDE_DIR set correctly within cmake?
On my machine it is set to /opt/local/include, which is the standard
location of MacPorts.
Could you try to compile using make in the Terminal?
2011/7/19 Brian Rojas marchin...@gmail.com
I installed jasper using Macports and it installed
No i didn't set that, I'll try that. I use Xcode cause thats what I'm used
too, can try in make too.
Sent from my iPhone
On Jul 19, 2011, at 4:55 PM, Michael Chechow minich...@googlemail.com
wrote:
Is the JASPER_INCLUDE_DIR set correctly within cmake?
On my machine it is set to
There is a problem building openscenegraph against the latest ffmpeg-0.8.
/home/lancelot/ftp/jun11/OSG/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:106:
warning: ‘int av_open_input_file(AVFormatContext**, const char*,
AVInputFormat*, int, AVFormatParameters*)’ is deprecated
Hi Sid,
Update to the latest trunk version and the problem should be already fixed.
Wang Rui
2011/7/20 Sid Boyce sbo...@blueyonder.co.uk:
There is a problem building openscenegraph against the latest ffmpeg-0.8.
I set to generate makefiles and the jasper directory appears to be set
correctly to the /Library/Frameworks/libjasper.framework/Headers/jasper folder.
However now I'm getting the following errors:
ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing
required
Hi,
I used the following codes to create Volume data display.
osg::ref_ptrosg::Image osgImage = new osg::Image;
osg::ref_ptrosgVolume::Volume osgVolume = new osgVolume::Volume;
osg::ref_ptrosgVolume::VolumeTile osgTile = new osgVolume::VolumeTile;
Alright I got it working in Xcode now, for the osgdb_jp2 target I added the
following to the header search path:
/opt/local/include
The search path /opt/local/include/jasper was already on the search path from
cmake, but the #include's in the jasper.h start with jasper/some_file.h, so
it
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